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The name of the clip. Currently, this isn't used for much of anything, so this is not an important field.
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The number of times the clip should be repeated in addition to its initial play-through before passing to the next clip. For instance, if you want the clip to play only once, Loop Cycles should be set to 0. If you want the clip to play a total of 3 times, Loop Cycles should be set to 2. If you want the clip to loop infinitely, set Loop Cycles to -1, but if infinite looping is desired, it is recommended to set this in the animation instead of the clip.
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When checked (set to true), the clip will reverse and play backward when it reaches the end in a sort of "ping-pong" fashion. Note that when counting loop cycles, when Loop Reverse is enabled, a "cycle" is not counted until the clip returns to the beginning.
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This is the coordinate, in pixels, of the lower-left pixel of the first frame of the clip sequence. This value follows the same convention as the Lower Left Pixel setting in the ManualSprite class.
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Pixels To Next Column And Row
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The number of pixels from the Start position to the next column in the frame grid, and the number of pixels from the top of one row of frames in the grid to the next row down. Since frames should be arranged in a uniform grid, this is basically the width and height of each frame cell, in pixels.
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The number of columns in the frame grid.
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The number of rows in the frame grid.
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The total number of cells in the grid of frames.
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How the sprite will be "anchored" relative to its center. Ex: if UPPER_LEFT is selected, the GameObject center will be at the upper-left corner of the sprite, and all sprite growth will take place downward and toward the right. TEXTURE_OFFSET is a special anchoring mode that centers the sprite relative to its GameObject's center according to how the sprite was centered in the original source texture.
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When enabled, the sprite will always be sized pixel-perfect at runtime. This means regardless of screen resolution, the sprite will always be drawn at its "native" size. Ex: a 32x32 sprite will always be drawn using 32x32 screen pixels, regardless of resolution. NOTE: If the object moves relative to a perspective camera, the sprite's/control's SetCamera() method will need to be called and passed a reference to the camera to ensure it updates its size to remain pixel-perfect at the new location.
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When changing states or animating (Requires SM2), the sprite's proportions will be automatically adjusted according to the original source texture, so that there is no warping or distortion.
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Distance the sprite will be offset, in local space, from its GameObject's center.
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The color the sprite will be tinted. This can also be used to apply a fade to the sprite by changing the alpha.
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The camera that will be used to render the sprite. If left empty, this will default to the main camera.
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When checked, the object will be hidden initially until it is unhidden by calling: obj.Hide(false);
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Text that appears in the control's " control_text" child object, if any. When text is added to this field for the first time, a child GameObject with a SpriteText component is created using the default font specified in the scene's UIManager object's "Default Font" member. If no default font is set, no child GameObject or SpriteText will be created.
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Reference to the TextMesh component of the child GameObject that serves to display text associated with the control.
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The distance along the Z-axis that the child SpriteText (if any) will be offset from the object itself to avoid depth-fighting.
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Include Text In Auto Collider
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When set to true, any automatically-generated collider for this control will take into account the extents of the child text object (if any). If you want the text to only be for show and not part of the control's clickable area, keep this set to false.
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(Only accessible in script.) A property that gets/sets a reference to a System.Object. This means you can assign anything to the Data property and retrieve it later. This is useful for associating relevant information to a control so that you can easily access it later.
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